Software for Your Head: Core Protocols for Creating and Maintaining Shared Vision
Author: Jim McCarthy
At least once in their lives, most people experience the incomparable thrill of being part of a great team effort. Members of successful teams often feel a unity of purpose, powerful passion and inspiration, and a strong sense of accomplishment. People who have been on a great team know that the difference between being on a team with a shared vision and being on a team without one is the difference between joy and misery.
After successful careers leading software development teams at Microsoft and elsewhere, Jim and Michele McCarthy set out to discover a set of repeatable group behaviors that would always lead to a state of shared vision for any team. They hoped to design a practical, communicable, and reliable process that could be used to create the best possible team every time it was applied.
In 1996, Jim and Michele McCarthy established a hands-on laboratory for the study and teaching of high-performance teamwork, and in a controlled-simulation environment challenged dozens of real-world, high-tech teams to produce and deliver a product. The teams were given a product development assignment and instructed to envision the product, agree on how to make it, and then design, build, and ship it on time. Repeating these simulations time after time, with new teams building on the learning of previous teams, core practices emerged that were repeatedly successful. These were encoded as the patterns and protocols that became the "Software for Your Head" included in this book.
Software for Your Head is the first publication of the most significant results of the authors' unprecedented five-year investigation into the dynamics of contemporary teams. This book willgive any team the know-how it needs to create its own compelling state of shared vision.
0201604566B12102001
Booknews
Jim and Michele McCarthy worked previously on successful software development teams at Microsoft and elsewhere before establishing a hands-on laboratory in 1996, for the study and teaching of teamwork. At their lab, teams of software developers come together for a five- day product development simulation, with the assignment of forming a team, envisioning a product, agreeing on how it would be made, and designing and building it. Over the past five years, through repetition of this simulation with new teams, the authors have been able to identify core structures and protocols which lead to successful teamwork. They present their findings here as a practical, communicable, and reliable process to guide others in their efforts at effective teamwork. Annotation c. Book News, Inc., Portland, OR (booknews.com)
Table of Contents:
Acknowledgments | xi | |
Introduction | xiii | |
Part I | Check In | 1 |
Chapter 1 | The Elements of Check In | 11 |
Overcoming Distance | 11 | |
The Check In Protocol | 12 | |
The Check Out Protocol | 13 | |
The Passer Protocol | 13 | |
Connection | 14 | |
Problem Behaviors | 14 | |
Patterns Synergistic with Check In | 15 | |
Chapter 2 | Check In Patterns and Protocols | 19 |
Pattern: Check In | 19 | |
Additional Discussion of Check In | 32 | |
Pattern: Check Out | 43 | |
Pattern: Passer | 46 | |
Pattern: Connection | 48 | |
Chapter 3 | Check In Antipatterns | 53 |
Antipattern: Too Emotional | 53 | |
Antipattern: No Hurt Feelings | 63 | |
Antipattern: Wrong Tolerance | 66 | |
Chapter 4 | Other Patterns in the Check In Family | 69 |
Pattern: Team = Product | 69 | |
Pattern: Self-Care | 74 | |
Pattern: Thinking and Feeling | 77 | |
Pattern: Pretend | 80 | |
Pattern: The Greatness Cycle | 82 | |
Part II | Decider | 105 |
Chapter 5 | The Elements of Decider | 111 |
Other Decision-Related Elements | 114 | |
Antipatterns | 115 | |
Chapter 6 | Decider Patterns and Protocols | 117 |
Pattern: Decider | 117 | |
Analysis of Decider | 130 | |
Pattern: Resolution | 137 | |
Pattern: Work with Intention | 140 | |
Pattern: Ecology of Ideas | 146 | |
Chapter 7 | Decider Antipatterns | 149 |
Antipattern: Resolution Avoidance | 149 | |
Antipattern: Oblivion | 154 | |
Antipattern: Turf | 158 | |
Antipattern: Boss Won't Give Power | 163 | |
Antipattern: Team Quackery | 165 | |
Part III | Aligning | 179 |
Chapter 8 | The Elements of Alignment | 185 |
Personal and Team Alignment | 185 | |
Chapter 9 | Alignment Pattern and Protocol | 189 |
Pattern: Alignment | 189 | |
Chapter 10 | Alignment Antipatterns | 199 |
Antipattern: Not Enough People | 199 | |
Antipattern: Align Me | 208 | |
Chapter 11 | Alignment Patterns | 215 |
Pattern: Personal Alignment | 215 | |
How and Why Alignment Works | 232 | |
Pattern: Investigate | 236 | |
Pattern: Receptivity | 241 | |
Pattern: Web of Commitment | 247 | |
Pattern: Ask for Help | 253 | |
Part IV | Shared Vision | 261 |
Chapter 12 | The Elements of Shared Vision | 269 |
Aspects of Shared Vision | 271 | |
Patterns Involved in the Shared Vision Process | 276 | |
Chapter 13 | Shared Vision Patterns and Protocols | 279 |
Pattern: Shared Vision | 279 | |
Pattern: Metavision | 287 | |
Pattern: Far Vision | 290 | |
Pattern: Version | 302 | |
Chapter 14 | Shared Vision Antipatterns | 303 |
Antipattern: Blinder | 303 | |
Antipattern: Technicality | 305 | |
Antipattern: Recoil | 313 | |
Antipattern: Feedback | 317 | |
Chapter 15 | The Perfection Game Pattern | 325 |
Playing and Perfecting | 325 | |
Part V | Appendixes | 333 |
Appendix A | The Core Lexicon | 335 |
Appendix B | BootCamp Material | 353 |
Appendix C | The Core Protocols V. 1.0 | 383 |
Index | 425 | |
Artwork | 433 | |
Authors | 435 |
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